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/tg/ Thread Archive

Welcome to the /tg/ archive. Note: Please DO NOT SCRAPE THE ARCHIVES as my bandwidth is finite.

2015-01-15: I noticed there was a notice here that was out of date by like four years. Here's a new notice. NOTICE ME SEMPAI~. Also if something goes wrong with the archives, fastest contact is via irc.thisisnotatrueending.com.

2015-02-04: Due to overwhelming size, .pdf files are no longer supported.

After all the talk of the Editors versus the Sues, one anon creates this Quest. THe local metaverse sector has been warped, and we use our poor funding to recruit some Starship Troopers, Spike Spiegel and Ibram Gaunt to investigate.

We finish up on the Fallout world, download the TG station's logs, and head back to Sector HQ. We pick up a team of X-COM scientists, then head to the last Branch Office, located in a Dark Matter setting world, in the Mulder Building.

We lose Gaunt in the retaking of the Mulder Building, but are able to capture the Sandmen and retrieve critical base systems, leaving behind sentry guns and nerve gas to deter trespassers. We then head over to the local branch of the TSAB to see how they've fared the past month of raped reality.

We transit back to Sector HQ and report to Holtz the good and bad news. We show him the data we recovered on a world about to break under the reality stress. We request, and are authorized to, deploy a Rewriter Bomb, and wipe and rewrite the entire world in order to save it.

It's time for the monumental battle against the SUE-infested world with a Death Star hanging over it. With the reinforcements from base, we attempt to set up and defend the Rewriter Bomb long enough to go off...

The last 3 minutes before the Rewriter Bomb goes off, and our ground forces are hard pressed even as our forces in space turn to engage a newly created enemy battlefleet. Then consequences of one of our earlier decisions comes back to haunt us.

We triumphantly return to Sector HQ, where we give Holtz the good news that the Rewriter Bomb went off. We choose what we keep from the forces lent to us, then transit to another world. Middle-Earth this time, and we just found a Chaos gate outside Rivendell.

We are able to open negotiations with Ahriman with the help of the Knights Inductor. We capture and interrogate an agent of the Shipper Union. And we find out that instead of wizards, we got a vaudeville act when we asked for Aurors.

Ahriman says Ring of Power or no deal. We try to brainstorm how to sneak into Barad-dűr to steal a Ring, when someone mentions Ringil, the sword of ice that crippled Morgoth, Sauron's boss. And thus was born a plan to retrieve Ringil from its resting place and troll Sauron as distraction, in order to steal a Ring.

We get two of our Delta Green's healed by Tom Bombadil, finally hand a Ring over to Ahriman, and get some info on The Event. We return to base, and realize that we have over 3 billion dollars in windfall from looting Smaug. 12 Troop Choices. Minds are boggled.

We send probe droids down to various places, and find a cornucopia of horror, from the Mountains of Madness to Silent Hill. We're able to rescue Heather Mason, but then people spill the beans on who we are, necessitating a memory wipe later.

We prep a team of Data and some droids to escort Heather Mason back to Silent Hill. We learn by raiding newspaper offices around the globe that several different cults were at work, ranging from Mythos to d20 Modern, to bring about the end of the world.

Heather Mason and Douglas Cartland return to Silent Hill, backed by Data and the droids. They begin exploration when we find out that Silent Hill is not to be underestimated, as it starts mining Data for monsters, and creates steam-clockwork-Borg abominations. We quickly run from them, and begin to explore the Church of the Order.

We encounter a boss fight in the form of Data's guilt and regret over the death of his daughter. Douglas goes down, and we desperately try to keep him alive as Spike enters Silent Hill with extra equipment.

We proceed into the unexplored west wing of the chapel, and come upon a section out of Spike Spiegel's memories. We end up in a boss-fight against Corvus Head, and while Spike is tossed around and heavily injured, we are victorious.

We begin exploring the zombie outbreak in Pennsylvania. We find evidence of at least Left 4 Dead, Resident Evil, and quite possibly Return of the Living Dead zombies. We also find some survivors that tell us that Raccoon City has become the domain of some lich-king.

The tg diceroller continues to have us over a barrel as we continue to lose members of our team. We finally decide enough is enough, and pull out our forces in order to drill a hole down to the lich. Who then promptly uses our weapons' energies to make his escape, leaving us to deal with Vampire-Wesker.

We dress up two of the White Mages as Tatyana/Lisa, and start poking around town to try to bait Strahd and Dracula to go to open war with each other. While searching, one of our teams spots Tatyana/Lisa, but loses her. Then one of the decoys is kidnapped.

Strahd summons Darius and the travelers from Londinium. We bullshit a story about Londinium and the Brittanica Empire, and the Emperor on his Golden Throne. Strahd seems to buy the story, and wants us to kill Dracula. Low rolls result in Strahd refusing to commit the majority of his forces, but he concedes to a diversionary attack as we infiltrate Castlevania.

We plan, and then execute, the breaching of Castlevania. Our preparation pays off, and we are able to infiltrate the castle, and face Dracula. It is a pitched battle, but with the strength of our Space Marines, the healing of our White Mages, the protections by our Abjurer and Psion, and 10 X-COM High Explosive charges, we defeat Dracula, and Lyla is promoted to Hero-rank.

We go along with the narrative, trying to catch Strahd backstabbing us in some way. When he finally offers us tainted wine, and we get confirmation of its curse, we open up a 12-pack of whoopass on Strahd and his cronies. They were not prepared to face the Knights Inductor, or battlemechs, or First Age weapons forged by Elves. Strahd goes down like a chump to the two White Mages, and we make off with his gold and a rack of his finest wines.

Having finished in Romania, we begin investigating the reality distortions in Antarctica and Japan. The former is home to some slumbering eldritch horror, as expected. The latter is ruled by Griffith, from Berserk.

Our Probe Droid reaches the Japan Meteorological Agency offices and makes contact with some scientists. We learn that there are insurgent forces fighting against Griffith's reign, and that Guts appears to be among them. In Antarctica, our Probe Droid there distinguishes itself, and VP-99 is almost ready to become a Hero.

Continuation of discussion and planning from TG Quest thread #43 after it autosaged out. OP off on holiday until January 4th. Discussion of what to tell the Persona heroes and plans for the Antarctic showdown with Ebon Night.

We begin cleaning up after the battle against the Idea of Evil. While Cheryl continues her training, we have our Antarctica team attack the Greater Shoggoth in order to access the Old One research facility.

We open up one of the stasis chambers, only to fight a proto-Angel. We open the second stasis chamber, and find a shard of the World Pillar with Adam in fetus form inside. Translating the Elder Thing research reveals that they may have found the Lance of Longinus as well.

As Cheryl interfaces with the World Pillar, Ebon Night takes exception to the Command Crew staying safe in orbit, and pulls them down to Antarctica for the final confrontation. Our calculations concerning our ability to defeat his defenses seem to have been...overly optimistic as we lose the entire White Mage Team.

After the cataclysmic battle with Ebon Night and Cheryl initiating Second Impact, we awaken in the Kingdom of Zeal. However, it is revealed that this is only a semi-stable time echo, and we recruit the time ghost of Belthasar to aid us.

We find that Gaspar and Tosh are locked up with the Mammon Machine, and we execute a daring breaching of the chamber. Queen Zeal proves that she's one tough boss, then the Mammon Machine brings something through. Ebon Night wants a rematch, and the /tg dice seem to have bet against us as our troops drop like flies.

The crew of the TGS Oncoming Storm and their taskforce stand bloody and weary, but triumphant over Ebon Night and Queen Zeal. With their new allies, the three Gurus of Time, Life, and Reason, they refit the Blackbird into a trans-space ship and make their escape through the space-time rift eating the temporal echo of the Kingdom of Zeal.

Continuing from previous planning thread. Wherein we finish arguing over requisition and skill choices for newly minted and leveled-up heroes. Ebon Night is defeated and MetaOP serves up our requisitions at the end of Thread 50. Expect arguments over what to do in our downtime.

We have a funeral for the people that we have lost, then begin our two week vacation by arguing over engineering items and priorities. Research is relatively united, however, and we get new weapon designs to test out.

We ask Yellowman to take a look around the NuChaos/Void Engineer battlefield. We learn a little of Holtz's past, and get him to agree to send our tech to other sector managers. Then the spook from High Command arrives, and turns out to be from TG Black Ops.

We are able to communicate with Tosh and our away team, trapped as they are in a Kingdom Hearts sub-domain inhabited by our target S.U.E.'s. We begin looking for a way to bring our people back. We also see the first installment of Iron Engineer: Meta Edition!

A lot of chaff gets thrown around, but we are able to figure out how to use the book that leads to the Kingdom Hearts world. There is a book there that will return our team, and we attempt, unsuccessfully, to get to it.

Our second attempt to get to the return-book is foiled by an incredibly low roll, and our team is captured. We go to Plan B, and wait for the S.U.E.'s to return back to the Baseline World then have Tosh and the others attempt to make their escape.

We return to Sector HQ to drop off our bounty and collect 100 baneblades. Then we transit to the next linchpin, and encounter one of /tg's own homebrewed settings. We successfully keep stupidity from making a mess of things this time.

Our initial plan turns out to have had quite a few flaws, as poor rolls result in Spike and Tosh nearly both dying. We are unable to catch up to Dr. Light, and move the Oncoming Storm to lunar orbit and begin scanning the corporate HQ's of Wily Corp, Egg Industries, and the branch office of MetPharm.

Douglas has some luck in getting an inside man in Wily Corp, and the Gurus begin enchanting some transporter beacons and a tricorder for Gondegal to use, since our attempts to do it with technology blew up in our face.

We continue our attack of MetPharm, and fend off an attack of Aliens. We narrowly avoid a fight with the Yellow Devil, when our luck seems to run out and we bump into Samus Aran, who promptly shoots at us. Elaine's healing magic starts to calm Samus down. Then Spike is upon her.

As the world collapses around us, we try to take whatever and whoever we can. We transit back to Sector HQ, to find a Black Ops fleet ready to tackle the moving distortion. We then begin discussing what to get in our next round of Requisitions, before they go into lockdown.

We begin fortifying our cities, prepare for a confrontation with the Ultramarines, buy shit from RT, discover an STC printout, start work on various projects and begin planning our entrance into the Private Sector.

We talk with the Avatar from Ultima, and get discuss the Prime Directive and moral quandaries. We talk to Ryu Hayabusa about signing up with our crew, and Gurthang still thinks Túrin was a team-killing bitch.

A short and late session in which we finish negotiating with the Ultramarines, OP refines some things and the Quest scheduling is altered. Most of the problems can be attributed to the new 4chan HTML fucking up.

Complications in the form of Warhammer 40k portals appear, and we attempt to contain the situation. A failure to properly account for anti-teleportation wards leaves the Indefatigable effectively destroyed, if not completely.

The plan to entrap the Orz continues on-schedule. But the task force is hard pressed, and just as it comes down to the last few minutes, time slows. And the G-Man says he has a job for us. Cheryl then wakes up in a swamp, with the minds of the Command Crew in her head, and in the Chernobyl Exclusion Zone.

We start off feeling good about ourselves, finishing jobs and getting needed equipment and ammo, and then the low rolls come in. We get caught in a blowout, fight a Silent Hill-ified Combine Strider, and then meet with Bruce McGivern of Resident Evil, who's a little far from where he should be.

We team up with Bruce McGivern and make our way towards Pripyat, and ultimately towards the Chernobyl NPP in the footsteps of Corporal Shephard. Then we get caught in a firefight between the remnants of the Monolith faction and the Combine.

We are able to track down what we are confident is the source of the troubles in the Quarantine Zone. /tg/ dice strike again, making what should have been a routine success into an abject failure, and then we find out what kind of S.U.E.'s we're dealing with. The Godzilla Threshold is about to be crossed.

So, I want to make a setting where everyone is Danny DeVito, but I'm encountering a lot So, I want to make a setting where everyone is Danny DeVito, but I'm encountering a lot So, I want to make a setting where everyone So, I want to make a setting where everyone is Danny DeVito...

Concurrent with our fight with Chaosbringer, the Command Crew initiates a multi-pronged plan to secure the orbital space for the task force, acquire additional assistance for our fight, and free prisoners held in Chaosbringer's Floating Palace.

MechaGodzilla finishes off the corrupted EVA pilots, and we switch to the Breakout Team. We are stopped by more of Chaosbringer's corrupted minions, and Gondegal pays the ultimate price for our blindness, and we hear only the laughing of eldritch dice gods.

We successfully rescue Yuna, but at great cost. Chaosbringer is also defeated, but it costs us dearly as the Avatar vanishes. Even then, Tsunami is locked in battle with her corrupted sister, and we prepare to rescue 4 other unfortunates when 3 million ships of the Great Crusade arrive. That's just one of their advance fleets. Then they begin asking uncomfortable questions about the hungry legions of the damned we let loose on the world.

Vignettes abound, the TSAB calls for assistance as we find Kane's coordinates: the heart of the Void Engineer/New Chaos battlefield. Black Ops is moving in as well, and even Yellowman calls in to say we need to rock everyone's faces. Our ship's name "The Oncoming Storm" sums up events nicely.

We continue our recon of the Sol system, get some numbers on the fleets arrayed against us, locate the survivors of the TSAB Recon Team, and make contact with the Jovian Federation. Hot-blooded duel of burning passion between Warriors of JUSTICE ensues.

Task Force 38 throws itself into the battle between the Void Engineers and New Chaos. Losses among the EVE Online ships mount, then New Chaos reinforcements arrive. 300 EVA-Titans have just appeared in front of us.

Task Force 38 sneaks Ryu into the New Chaos base, takes out their shield generator, and wipes the base from the face of the Earth. All isn't well, though, as the dimensional tears reach critical, and Crowe is taken from us by the ensuing storm.

We finally answer Ravel's riddle with an answer she is willing to accept, then shift perspective to another one of our teams that appears to have landed in a fight between Black Ops and the participants of the Blood War.

The Command Crew appears before the next group of soldiers from the Task Force, and finds them trying to hop across islands suspended over nothing, fighting the Combine. The diceroller decides to troll us again today, and while we gain a Hero, we lose another and many troops with him.

The Editors declare Martial Law. It's a fight for the last trove of free knowledge. While multiple sides fight each other without end, more Joes pour in and the Editors deploy killer robots to quell resistance. We also learn the secret behind the Sue-pocalypse.

Hello fellow Ordo Xenos Inquisitors. Welcome to our Centurial Ordo meeting.
First order of business, it is becoming increasing clear that we need to develop a final solution for the Tyranid problem. Now if you'll open your folders to page 3 we'll begin...

About the Archive

This is my very simple attempt to come up with an archival program. Enter the thread number (/tg/ only) and a brief title and one-sentence description and hit Go!; it'll archive a copy of the page for future lulz. Archived threads are checked every two hours for updates until the thread 404s. (I never thought threads would last over two days but 1614919 proved me very wrong.) To refresh an existing archived thread, simply attempt to add it again, and it will be immediately refreshed.

Please do not navigate away from this page once you hit Go!; depending on the number of images, it may take a minute or more to complete. If you do navigate away, the update script should catch anything you miss, but the thread may display incorrectly or with 4chan.org hotlinking images until it is repaired.

Mods, if this script seems too spammy, I can up the checking interval, lower the time limit, or remove this altogether. Ideally, it should mean a simple 12 pageloads for a day per new thread, and it does not re-download images, so the load should be negligible.